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HCI Question Bank

The document discusses key concepts in human-computer interaction (HCI) including: 1. HCI ensures software is suitable for the task, easy to use, provides feedback, and conforms to usability principles. 2. The visual, auditory, and haptic channels are used for input and output. Information is stored in sensory, short-term working memory, and long-term memory. 3. Virtual reality devices include 3D mice, data gloves, and helmets to enable positioning and interaction in 3D space. The document provides definitions and descriptions of core HCI topics to establish the foundations of the field.

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0% found this document useful (0 votes)
2K views34 pages

HCI Question Bank

The document discusses key concepts in human-computer interaction (HCI) including: 1. HCI ensures software is suitable for the task, easy to use, provides feedback, and conforms to usability principles. 2. The visual, auditory, and haptic channels are used for input and output. Information is stored in sensory, short-term working memory, and long-term memory. 3. Virtual reality devices include 3D mice, data gloves, and helmets to enable positioning and interaction in 3D space. The document provides definitions and descriptions of core HCI topics to establish the foundations of the field.

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loga prakash
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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You are on page 1/ 34

UNIT I - FOUNDATIONS OF HCI

PART A

1. What is meant by Human-computer interaction?


Human-computer interaction is the study, planning and design of how people computer work
together so that a person’s needs are satisfied in the most effective way.

2. How the HCI ensure the following when designing, selecting, commissioning or modifying
software?
 that it is suitable for the task
 that it is easy to use and, where appropriate, adaptable to the user’s knowledge and
experience
 that it provides feedback on performance
 that it displays information in a format and at a pace that is adapted to the user
 that it conforms to the ‘principles of software ergonomics’

3. What are the input and output channels?


 visual channel
 auditory channel
 haptic channel-movement

4. Where the Information is stored in memory?


 sensory memory
 short-term (working) memory
 long-term memory

5. What are the Input–Output Channels?


In an interaction with a computer the user receives information that is output by the computer,
and responds by providing input to the computer.

6. What are the capabilities and limitations of visual processing?


Display screens can be used in various public places to offer information, link spaces or act as
message areas. These are often called situated displays as they take their meaning from the
location in which they are situated presenter’s shadow can often fall across the screen

7. What is long-term memory?


It store factual information, experiential knowledge, procedural rules of behavior it has a
huge, if not unlimited, capacity. Secondly, it has a relatively slow access time of
approximately a tenth of a second. Thirdly, forgetting occurs more slowly.
8. What is short term memory?
Short-term memory or working memory acts as a ‘scratch-pad’ for temporary recall of
information. It is used to store information which is only required fleetingly Short-term
memory can be accessed rapidly, in the order of 70 ms. However, it also decays rapidly,
meaning that information can only be held there temporarily, in the order of 200 ms

9. What are the devices for virtual reality and 3d interaction?


Positioning in 3D space o Cockpit and virtual controls
 The 3D mouse
 Dataglove
 Virtual reality helmets o Whole-body tracking
3D displays
 Seeing in 3D
 VR motion sickness
 Simulators and VR caves

10. Define Reasoning. (APR /MAY 2017)


Reasoning is the process by which we use the knowledge we have to draw conclusions or
infer something new about the domain of interest.

11. What are the types of reasoning? (APR /MAY 2017)


 Deductive reasoning
 Inductive reasoning
 Abductive reasoning

12. Define Gestalt theory


Problem solving is a matter of reproducing known responses or trial and error. Problem
solving is both productive and reproductive. Reproductive problem solving draws on previous
experience as the behaviorists claimed.

13. Define Problem space theory


Problem solving involves generating these states using legal state transition operators. The
problem has an initial state and a goal state and people use the operators to move from the
former to the latter. Such problem spaces may be huge, and so heuristics are employed to
select appropriate operators to reach the goal

14. What are the text entry devices?


 The alphanumeric keyboard
 The QWERTY keyboard
 Ease of learning -alphabetic keyboard
 Ergonomics of use DVORAK keyboard and split designs
 Chord keyboards
 Phone pad and T9 entry
 Handwriting recognition
 Speech recognition
15. What are the Positioning, Pointing and Drawing devices?
 Keys and discrete positioning the mouse
 Touchpad
 Trackball and thumbwheel
 Joystick and keyboard nipple
 Touch-sensitive screens
 Stylus and light pen
 Digitizing tablet
 Eyegaze
 Cursor

16. What are the display devices?


 Bitmap displays – resolution and color
 Liquid crystal display
 Special displays
 Virtual reality helmets
 Whole-body tracking

17. What are the Devices for virtual reality and 3D interaction?
 Seeing in 3D
 VR motion sickness
 Simulators and VR caves
 Touch, feel and smell
 Physical controls

18. Define Visualization.


It is a cognitive process that allows people to understand information that difficult to perceive,
because it is either too voluminous or too abstract

19. What are the stages of execution and evaluation cycle?


 Establishing the goal.
 Forming the intention.
 Specifying the action sequence.
 Executing the action.
 Perceiving the system state.
 Interpreting the system state.
 Evaluating the system state with respect to the goals and intentions.

20. What are goals of interface design?


The goals in interface design are
 Reduce visual work.
 Reduce intellectual work.
 Reduce memory work.
 Reduce motor work.
 Minimize or eliminate any burdens
21. What are the common interface styles?
 command line interface
 menus
 natural language
 question/answer and query dialog
 form-fills and spreadsheets
 WIMP
 point and click
 three-dimensional interfaces

22. What are the several factors that can limit the speed of an interactive system?
(NOV/DEC2018)
 Computation bound
 Storage channel bound
 Graphics bound
 Network capacity

23. What are the stages in Norman’s model of interaction?


 Establishing the goal.
 Forming the intention.
 Specifying the action sequence.
 Executing the action.
 Perceiving the system state.
 Interpreting the system state.
 Evaluating the system state with respect to the goals and intentions.

24. What is ergonomics? (APR /MAY 2017)


Ergonomics (or human factors) is traditionally the study of the physical characteristics of the
interaction: how the controls are designed, the physical environment in which the interaction
takes place, and the layout and physical qualities of the screen

25. What is interactivity?


It is worth remembering that interactivity is the defining feature of an interactive system. This
can be seen in many areas of HCI. For example, the recognition rate for speech recognition is
too low to allow transcription from tape, but in an airline reservation system, so long as the
system can reliably recognize yes and no it can reflect back its understanding of what you said
and seek confirmation. Speech-based input is difficult, speech-based interaction easier.

26. What are the constrains of Physical design and engagement?


Ergonomic: You cannot physically push buttons if they are too small or too close. Physical:
The size or nature of the device may force certain positions or styles of control, for example, a
dial like the one on the washing machine would not fit on the Minidisc controller
27. What are the Paradigms for Interaction?
 Time sharing
 Video display units
 Programming toolkits
 Personal computing
 Window systems and the WIMP interface
 The metaphor
 Direct manipulation
 Language versus action
 Hypertext
 Multi-modality
 Computer-supported cooperative work
 The world wide web
 Agent-based interfaces
 Ubiquitous computing
 Sensor-based and context-aware interaction

28. What are the categories principles to support usability?


 Learnability – the ease with which new users can begin effective interaction and achieve
maximal performance.
 Flexibility – the multiplicity of ways in which the user and system exchange
information.
 Robustness – the level of support provided to the user in determining successful
achievement and assessment of goals.

29. What are the mental models and why they important in interface design? (APR/MAY 2018)
l models are one of the most important concepts in human–computer interaction (HCI) It's a
prime goal for designers to make the user interface communicate the system's basic nature
well enough that users form reasonably accurate (and thus useful) mental models. Individual
users each have their own mental model.

30. List out text entry devices? (APR/MAY 2018)


Entry interface or text entry device is an interface that is used to enter text information an
electronic device. A commonly used device is a mechanical computer keyboard. Most laptop
computers have an integrated mechanical keyboard, and desktop computers are usually
operated primarily using a keyboard and mouse. Devices such as smartphones and tablets
mean that interfaces such as virtual keyboards and voice recognition are becoming more
popular as text entry systems.

31. What is forgetting?


Forgetting or disremembering is the apparent loss or modification of information already
encoded and stored in an individual's long term memory. It is a spontaneous or gradual
process in which old memories are unable to be recalled from memory storage. Forgetting
also helps to reconcile the storage of new information with old knowledge.
32. What is retrieval?
Information reproduced from memory can be assisted by cues, e.g. categories, imagery
recognition -information gives knowledge that it has been seen before less complex than
recall - information is cue

33. What are the effectors?


 Fingers
 Eyes
 Head
 Vocal system

34. What is reading?


There are several stages in the reading process. First, the visual pattern of the word on the
page is perceived. It is then decoded with reference to an internal representation of language.
The final stages of language processing include syntactic and semantic analysis and operate
on phrases or sentences.

35. What is semantic memory?


Semantic memory structure provides access to information represents relationships between
bits of information supports inference

36. Define controlled vocabularies?


Vocabulary control comes in many shapes and sizes. At its most vague, a controlled
vocabulary is any defined subset of natural language. At its simplest, a controlled vocabulary
is a list of equivalent terms in the form of a synonym ring, or a list of preferred terms in the
form of an authority file.

37. What is gestalt theory?


Problem solving both productive and reproductive ductive draws on insight and restructuring
of problem active but not enough evidence to explain `insight' etc

38. What is meant by Batch processing?


Processing interactions takes place over hours or days. In contrast the typical desktop
computer system has interactions taking seconds or fractions of a second (or with slow web
pages sometimes minutes!). The field of Human Computer Interaction largely grew due to
this change in interactive pace. It is easy to assume that faster means better, but some of the
paper-based technology.

39. Define Digital paper.


Digital paper, also known as interactive paper, is patterned paper used in conjunction with
digital pen to create handwritten digital documents. The printed dot pattern uniquely identifies
the position coordinates on the paper. The digital pen uses this pattern to store the handwriting
and upload it to a computer
40. What is metaphor?
Relating computing to other real-world activity is effective teaching technique. LOGO's turtle
dragging its tail b. file management on an office desktop. Word processing as typing financial
analysis on spreadsheets. Virtual reality user inside the metaphor Problems some tasks do not
fit into a given metaphor cultural bias

41. What is meant by bit map display?


 Map display is made of vast numbers of colored dots or pixels in a rectangular grid.
 These pixels may be limited to black and white in gray scale, or full color.
 The color or, for mono chrome screens, the intensity at each pixel is held by the uters
video card. One bit per pixel can store on/off information, and hence only black and white

42. Define Moore’s law


Moore’s law refers to an observation made by Intel co-founder Gordon Moore in 1965. He
noticed that the number of transistors per square inch on integrated circuits had doubled every
year since their invention. Moore's law predicts that this trend will continue into the
foreseeable future. Although the pace has slowed, the number of transistors per square inch
has since doubled approximately every 18months

43. What is reading?


There are several stages in the reading process. First, the visual pattern of the word on the
page is perceived. It is then decoded with reference to an internal representation of language.
The final stages of language processing include syntactic and semantic analysis and operate
on phrases or sentence.

44. What is Directive reasoning? (NOV/DEC 2018)


Directive reasoning is sometimes referred to as top-down logic. Its counterpart, inductive
reasoning, is sometimes referred to as bottom-up logic.
PART-B
1. Explain different I/O channels in detail?
2. Distinguish between short term & long term memory. State requirements to perform
cognitive walkthrough of a system? NOV/DEC 2017
3. Explain the model of the structure of human memory with diagrammatic illustration?
APR/MAY 2017
4. Explain the common interface styles used in interactive system. NOV/DEC 2018
5. Discuss the factors that can limit the speed of an interactive computer system? APR/MAY
2017
6. With examples explain the various types of users and the organizational issues to be
considered in designing an interactive system? NOV/DEC 2017
7. Explain positioning, pointing and drawing devices in detail. 42
8. Examine the technology involved in display devices? NOV/DEC2018
9. List and explain the stages of Norman’s model of interaction? APR/MAY 2017
10. Explain different styles of interaction & interface system? APR/MAY 2017
11. Explain in detail about elements of the WMP INTERFACE APR/MAY 2018
12. Write down the effects of finite processor. APR/MAY 2018
13. Write down the factors that can limit the speed of an interactive system? APR/MAY 2018
14. Explain the framework of Human computer interaction NOV/DEC2018
15. Explain about the features of direct manipulation interfaces in detail NOV/DEC2018

UNIT 2 - DESIGN & SOFTWARE PROCESS


PART-A

1. What are the steps for Interaction design process? NOV/DEC 2018
 Requirements
 Analysis
 Design
 Iteration and prototyping
 Implementation and deployment

2. Identify human characteristics in design?


The important human characteristics in design are perception, memory, visual acuity, fovea
and peripheral vision, sensory storage, information processing learning, skill and individual
differences.

3. What are the guidelines for designing conceptual model?


 Reflect the user’s mental model.
 Provide action-response compatibility.
 Provide proper and correct feedback.
 Provide design consistency.
 Provide documentation and a help system that will reinforce the conceptual model.
 Promote the development of both novice and expert mental models.
4. What are goals of interface design?
 Reduce visual work.
 Reduce intellectual work.
 Reduce memory work.
 Reduce motor work.

5. What is the navigation in design?


Widgets are the appropriate choice of widgets and wording in menus and buttons will help
you know how to use them for a particular selection or action. Screens or windows you need
to find things on the screen, understand the logical grouping of buttons

6. What are the structures of design?


 local structure
 looking from one screen or page out
 global structure
 structure of site, movement between screens

7. What are the scenarios of software processes?


Communicate with others – other designers, clients or users. It is easy to misunderstand each
other whilst discussing abstract ideas. Concrete examples of use are far easier to share.
Validate other models. A detailed scenario can be ‘played’ against various more formal
representations such as task models or dialog and navigation models. Express dynamics
Individual screen shots and pictures give you a sense of what a system would look like, but
not how it behaves

8. What are the several levels of interaction with computer?


 Widgets: the appropriate choice of widgets and wording in menus and buttons will help
you know how to use them for a particular selection or action.
 Screens or windows: you need to find things on the screen, understand the logical
grouping of buttons.
 Navigation: within the application you need to be able to understand what will happen
when a button is pressed, to understand where you are in the interaction.
 Environment: The word processor has to read documents from disk, perhaps some are on
remote networks. You swap between applications, perhaps cut and paste

9. What is Global structure – hierarchical organization?


The hierarchy links screens, pages or states in logical groupings. For example, a high-level
breakdown of some sort of messaging system. This sort of hierarchy can be used purely to
help during design, but can also be used to structure the actual system. For example, this may
reflect the menu structure of a PC application or the site structure on the web.

10. What are the implications of wider still?


 Style issues: We should normally conform to platform standards, such as positions for
menus on a PC application, to ensure consistency between applications. For example, on
our proposed personal movie player we should make use of standard fast-forward, play
and pause icons.
 Functional issues: On a PC application we need to be able to interact with files, read
standard formats and be able to handle cut and paste.
 Navigation issues: We may need to support linkages between applications, for example
allowing the embedding of data from one application in another, or, in a mail system,
being able to double click an attachment icon and have the right application launched for
the attachment.

11. What are the tools for layout?


 Grouping and structure
 Order of groups and items
 Decoration
 Alignment
 White space

12. What is prototyping? APR /MAY 2017


Iteration and prototyping are the universally accepted ‘best practice’ approach for interaction
design. Prototyping is an example of what is known as a hill-climbing approach

13. What is usability engineering?


Iterative design practices that involve prototyping and participative evaluation. Engineering
are also called usability metrics.

14. Define software life cycle.


The software life cycle is an attempt to identify the activities that occur in software
development. These activities must then be ordered in time in any development project and
appropriate techniques must be adopted to carry them through

15. What are the Activities in the life cycle?


 Requirements specification
 Architectural design
 Detailed design
 Coding and unit testing
 Integration and testing
 Maintenance

16. What do u mean by universal design? APR/MAY 2017


Universal design means designing software that can be used by people of as many abilities as
possible, without them having to modify things or use assistive technologies. For most
software, the major concerns are:
● Use of color
● Minimum font sizes
● Minimum contrast
● Alternate text for graphics and visual content
17. Define validation
Validation is a much more subjective exercise than verification, mainly because the disparity
between the language of the requirements and the language of the design forbids any objective
form of proof. In interactive system design, the validation against HCI requirements is often
referred to as evaluation and can be performed by the designer in isolation or in cooperation
with the customer.

18. What is now level?


The now level indicates the value for the measurement with the existing system, whether it is
computer based or not.

19. Define worst-case value?


The worst case value is the lowest acceptable measurement for the task, providing a clear
distinction between what will be acceptable and what will be unacceptable in the final product

20. What is planned level?


The planned level is the target for the design and the best case is the level which is agreed to
be the best possible measurement given the current state of development tools and technology.

21. What are the Set levels with respect to information?


 an existing system or previous version
 competitive systems
 carrying out the task without use of a computer system
 an absolute scale
 your own prototype
 user’s own earlier performance
 each component of a system separately
 a successive split of the difference between best and worst values observed in user Tests

22. What are the Problems with usability engineering?


They rely on measurements of very specific user actions in very specific situations. It
provides a means of satisfying usability specifications and not necessarily usability.

23. What is iterative design?


This is the essence of iterative design, a purposeful design process which tries to overcome
the inherent problems of incomplete requirements specification by cycling through several
designs, incrementally improving upon the final product with each pass.

24. What are the three main approaches to prototyping?


 Throw-away: The prototype is built and tested. The design knowledge gained from this
exercise is used to build the final product, but the actual prototype is discarded.
 Incremental: The final product is built as separate components, one at a time. There is one
overall design for the final system, but it is partitioned into independent and smaller
components. The final product is then released as a series of products, each subsequent
release including one more component
 Evolutionary: Here the prototype is not discarded and serves as the basis for the next
iteration of design. In this case, the actual system is seen as evolving from a very limited
initial version to its final release, Evolutionary prototyping also fits in well with the
modifications which must be made to the system that arise during the operation and
maintenance activity in the life cycle.

25. What are the potential problems in prototyping?


 Time Building: prototypes takes time and, if it is a throw-away prototype, it can be seen as
precious time taken away from the real design task
 Planning Most: project managers do not have the experience necessary for adequately
planning and costing a design process which involves prototyping
 Non-functional features: Often the most important features of a system will ben on-
functional ones, such as safety and reliability, and these are precisely the kinds of features
which are sacrificed in developing a prototype
 Contracts: The design process is often governed by contractual agreements between
customer and designer which are affected by many of these managerial and technical
issues.

26. What are the Techniques for prototyping? NOV/DEC 2018


 Storyboards
 Limited functionality simulations
 High-level programming support
 Context and environment: The microwave’s controls are smooth to make them easy to
clean in the kitchen.
 Aesthetic: The controls must look good.
 Economic: It must not cost too much!

27. What is Design rationale?


Design rationale is the information that explains why a computer system is the way it is,
including its structural or architectural description and its functional or behavioral description.
Design rationale relates to an activity of both reflection (doing design rationale) and
documentation (creating a design rationale) that occurs throughout the entire life cycle.

28. What are the importance of Design rationale?


Design rationale provides a communication mechanism among the members of a design team.
The design rationale can capture the context of a design decision in order that a different
design team can determine if a similar rationale is appropriate for their product Design
rationale technique suggesting how arguments justifying or discarding a particular design
option are formed.
29. What is multi-threading? (APR/MAY 2018)
Each process contains a single thread, so programming with multiple processes is
programming with multiple threads. But, a process is also an address space, and creating a
process involves creating a new address space.

30. What are the categories principles to support usability? (APR/MAY 2018)
 Learnability – the ease with which new users can begin effective interaction and achieve
maximal performance.
 Flexibility – the multiplicity of ways in which the user and system exchange information.
 Robustness – the level of support provided to the user in determining successful
achievement and assessment of goals.

31. What is meant by linearity?


Linearity presentation of information and you process the information without foot notes or
references. You start at the beginning and continue to read in sequence until you get to the
end. Information may be presented chunks but the author expects you to follow a preset order

32. List the principles of a software design in HCI.


 The design process should not suffer from “tunnel vision”
 The design should be traceable to the analysis model.
 The design should exhibit uniformity and integration.
 Design is not coding
 The design should not reinvent the wheel

33. What is Heuristic Evaluation?


A heuristic evaluation is a usability inspection method for computer software that helps to
identify usability problems in the user interface (UI) design. It specifically involves evaluators
examining the interface and judging its compliance with recognized usability principles (the
“heuristics"). These evaluation methods are now widely taught and practiced in the new
media sector, where UIs are often designed in a short space of time on a budget that may
restrict the amount of money available to provide for other types of interface testing

34. What is think aloud?


Think aloud is a form of observation where the user is asked to talk through what he is doing
ashes is being observed; Think aloud has the advantage of simplicity; it requires little
expertise to perform (though can be tricky to analyze fully) and can provide useful insight into
problems with an interface. It can also be employed to observe how the system is actually
used. It can be used for evaluation throughout the design process, using paper or simulated
mock-ups for the earlier stages

35. How to support user support systems?


 quick reference full explanation
 tutorial
 on line and off line document
36. What are the approaches present for user support?
 Command assistance
 Command prompts
 Context-sensitive help
 Online tutorials
 Online documentation
 Wizards and assistants

37. What is goal of evaluation?


Goal of evaluation is to identify specific problems with the design. These may be aspects of
the design which, when used in their intended context, cause unexpected results, or confusion
amongst users.

38. What is Cognitive walkthrough?


The origin of the cognitive walkthrough approach to evaluation is the code walkthrough
familiar in software engineering. Walkthroughs require a detailed review of a sequence of
actions.

39. What is equitable use


The design is useful to people with a range of abilities and appealing to all. No user is
excluded or stigmatized. Wherever possible, access should be the same for all; where identical
use is not possible, equivalent use should be supported.

40. Define Standards


Standards for interactive system design are usually set by national or international bodies to
ensure compliance with a set of design rules by a large community. Standards can apply
specifically to either the hardware or the software used to build the interactive system

PART-B
1. Explain design process in detail.
2. Discuss the principles of good UI design. Evaluate the suitability of the manual tour booking
form using UI design principles. NOV/DEC2107
3. Explain Global structure – hierarchical organization.
4. Explain different Tools for layout
5. Explain in detail about iterative design and prototyping
6. Explain in detail about interaction design process. APR/MAY 2017, APR/MAY 2018
7. Explain the Principles to support usability. Consider the following usability objective. Theatre
booking clerks with low motivation, no computing experience and no previous training,
working in a small and hectic box office, are able to learn to reserve or book seats within a
one hour period. What measure could be taken and which techniques would you consider
appropriate to test whether this objective was met? NOV/DEC2107.
8. Explain Shneiderman’s eight Golden rules of interface design APR/MAY 2017
9. Explain about the factors that influence for choosing evaluation techniques.
10. Outline the approaches used for evaluating through expert analysis? APR/MAY 2017,
NOV/DEC2018
11. Discuss in detail about the activities in waterfall and spiral model of software life cycle?
APR/MAY 2018, NOV/DEC2018
12. What rules must be followed for interface design? Explain
13. Explain about usability in detail?
14. Discuss in detail about the visual tools used in screen design and layout. NOV/DEC2018
15. Explain in detail of the design process in interaction
16. Explain Norman’s seven principle for transferring difficult task to simple one in design
NOV/DEC 2018

UNIT 3 - MODELS AND THEORIES


PART-A

1. Define Cognitive model.


Cognitive models represent users of interactive systems. Hierarchical models represent a user’s
task and goal structure. Linguistic models represent the user–system grammar. Physical and
device models represent human motor skills. Cognitive architectures underlie all of these
cognitive models.

2. What are the applications of hypermedia? APR/MAY 2017


● Education
● Training
● Science & technology
● Business
● games

3. Define Linguistic model.


The user’s interaction with a computer is often viewed in terms of a language, so it is not
surprising that several modeling formalisms have developed centered on this concept. Several of
the dialog notations are also based on linguistic ideas. Indeed, BNF grammars are frequently used
to specify dialogs.

4. Define BNF.
Representative of the linguistic approach is Reisner’s use of Backus–Naur Form (BNF) rules to
describe the dialog grammar. This views the dialog at a purely syntactic level, ignoring the
semantics of the language. BNF has been used widely to specify the syntax of computer
programming languages, and many system dialogs can be described easily using BNF rules.

5. What is TASK – Action grammar?


Task–action grammar (TAG) attempts to deal with some of these problems by including elements
such as parameterized grammar rules to emphasize consistency and encoding the user’s world
knowledge (for example, up is the opposite of down).

6. Define Keystroke-level model?


KLM (Keystroke-Level Model) uses this understanding as a basis for detailed predictions about
user performance. It is aimed at unit tasks within interaction – the execution of simple command
sequences, typically taking no more than 20 seconds.
7. What are the socio-organizational issues and stakeholder requirements?
There are several organizational issues that affect the acceptance of technology by users and that
must therefore be considered in system design: – systems may not take into account conflict and
power relationships – those who benefit may not do the work – not everyone may use systems.

8. Define Cooperation or conflict?


The term ‘computer-supported cooperative work’ (CSCW) seems to assume that groups will be
acting in a cooperative manner. This is obviously true to some extent; even opposing football
teams cooperate to the extent that they keep (largely) within the rules of the game, but their
cooperation only goes so far. People in organizations and groups have conflicting goals, and
systems that ignore this are likely to fail spectacularly.

9. What is changing power structures?


The identification of stakeholders will uncover information transfer and power relationships that
cut across the organizational structure. Indeed, all organizations have these informal networks
that support both social and functional contacts. However, the official lines of authority and
information tend to flow up and down through line management. New communications media
may challenge and disrupt these formal managerial structures.

10. What is Free rider problem?


Even where there is no bias toward any particular people, a system may still not function
symmetrically, which may be a problem, particularly with shared communication systems. One
issue is the free rider problem. Take an electronic conferencing system. If there is plenty of
discussion of relevant topics then there are obvious advantages to subscribing and reading the
contributions. However, when considering writing a contribution, the effort of doing so may
outweigh any benefits. The total benefit of the system for each user outweighs the costs, but for
any particular decision the balance is overturned.

11. Define lotus notes.


Lotus Notes can be used to implement workflow systems in a straightforward manner. The sales
executive fills in an electronic form which is automatically emailed to the accounts department.
When it is approved the order form is automatically emailed to stores, and so on.

12. How requirements are captured?


Problems can arise when a system is introduced without a full understanding of all the people
who will be affected by it. We begin by capturing and analyzing requirements, but we need to do
this within the work context, taking account of the complex mix of concerns felt by different
stakeholders and the structures and processes operating in the workgroups.

13. Define competence model.


Competence models tend to be ones that can predict legal behavior sequences but generally do
this without reference to whether they could actually be executed by users. In contrast,
performance models not only describe what the necessary behavior sequences are but usually
describe both what the user needs to know and how this is employed in actual task execution.
14. Compare the different Types of stake holders. NOV/DEC 2018
It can be useful to distinguish different categories of stakeholder, and the following categorization
from the CUSTOM approach (see [200]) is helpful for this: Primary stakeholders are people who
actually use the system – the end-users. Secondary stakeholders are people who do not directly
use the system, but receive output from it or provide input to it (for example, someone who
receives a report produced by the system).

15. What are the different activities that occur within a problem space
 goal formulation
 operation selection
 operation application and goal completion.

16. What is PUM?


Knowledge is encoded in the problem space architecture of Soar, producing a ‘programmed’ user
model (the PUM) to accomplish the goal of performing the task. By executing the PUM, the
stacking and unstacking of problem spaces needed to accomplish the goal can be analyzed to
measure the cognitive load of the intended procedure.

17. What is ICS?


ICS provides a model of perception, cognition and action, but unlike other cognitive
architectures, it is not intended to produce a description of the user in terms of sequences of
actions that he performs. ICS provides a more holistic view of the user as an information-
processing machine. The emphasis is on determining how easy particular procedures of action
sequences become as they are made more automatic within the user.

18. What is unit task?


Abstract task is referred to as the unit task. The unit task does not require any problem-solving
skills on the part of the user, though it frequently demands quite sophisticated problem-solving
skills on the part of the designer to determine them

19. Define validation.


Validation is a much more subjective exercise than verification, mainly because the disparity
between the language of the requirements and the language of the design forbids any objective
form of proof. In interactive system design, the validation against HCI requirements is often
referred to as evaluation and can be performed by the designer in isolation or in cooperation with
the customer.

20. What is CCT?


CCT as an engineering tool giving one a rough measure of learnability and difficulty combined
with a detailed description of user behavior. This can then be used by analysts employing their
professional expertise

21. What is TAG? NOV/DEC 2018


Task–action grammar (TAG) attempts to deal with some of these problems by including elements
such as parameterized grammar rules to emphasize consistency and encoding the user’s world
knowledge
22. What is communication and collaboration models?
We need to understand normal human–human communication:
 face-to-face communication involves eyes, face and body
 Conversation can be analyzed to establish its detailed structure.
This can then be applied to text-based conversation, which has:
 reduced feedback for confirmation
 less context to disambiguate utterances
 Slower pace of interaction but is more easily reviewed.
Group working is more complex than that of a single person:
 it is influenced by the physical environment
 experiments are more difficult to control and record
 Field studies must take into account the social situation.

23. What are the characteristics of computer support cooperative work system? NOV/DEC2017
● Awareness: individuals working together need to be able to gain some level of shared
knowledge about each other's activities
● Articulation work: cooperating individuals must somehow be able to partition work into
units, divide it amongst themselves and, after the work is performed, reintegrate it
● Appropriation (or tailorability): how an individual or group adapts a technology to their
own particular situation; the technology may be appropriated in a manner completely
unintended by the designers

24. Define TURN – TAKING.


Turn-taking is the process by which the roles of speaker and listener are exchanged. Back
channels are often a crucial part of this process.

25. Define Context and its types.


Take a single utterance from a conversation, and it will usually be highly ambiguous if not
meaningless: ‘the uh with the black cat – “The Green whatsit”’. Each utterance and each
fragment of conversation is heavily dependent on context, which must be used to disambiguate
the utterance.

26. What is Text based communication & types? APR/MAY2017


Text-based communication is familiar to most people, in that they will have written and received
letters. However, the style of letter writing and that of face-to face communication are very
different. The text-based communication in groupware systems is acting as a speech substitute,
and, thus, there are some problems adapting between the two media.

27. Define Semantic dialogue.


If the purpose of a dialog description is simply to communicate between designers, or as a ‘tool
for thought’ early in design, it may be sufficient to annotate the formal dialog with the intended
meaning of the actions, or to leave it to the reader to infer the semantics. However, if the dialog
description is to serve as a formal specification, perhaps part of a contract, or for running as a
prototype, there must be some way to describe formally the semantics of the dialog.
28. What is hypertext?
A software system allowing extensive cross-referencing between related sections of text and
associated graphic material.

29. What is multimedia?


Multimedia is content that uses a combination of different content forms such as text, audio,
images, animations, video and interactive content. Multimedia contrasts with media that use only
rudimentary computer displays such as text-only or traditional forms of printed or hand-produced
material.

30. Write down the four elements of GOMS? (APR/MAY 2018)


A set of Goals, a set of Operators, a set of Methods for achieving the goals, and a set of
Selections rules for choosing among competing methods for goals.

31. Define CUSTOM methodology? (APR/MAY 2018)


CUSTOM model is a socio-technical methodology designed to be practical to use in small
organizations. It is based on the User Skills and Task Match (USTM) approach, developed to
allow design teams to understand and fully document user requirements.

32. What is Operators?


These are the lowest level of analysis. They are the basic actions that the user must perform in
order to use the system.

33. What is a Methods?


There are several ways in which a goal can be split into sub goals.

34. Define Changing power structures.


The identification of stakeholders will uncover information transfer and power relationships that
cut across the organizational structure

35. What is invisible worker?


The ability to work and collaborate at a distance can allow functional groups to be distributed
over different sites. This can take the form of cross-functional neighborhood centers, where
workers from different departments do their jobs in electronic contact with their functional
colleagues.

36. What is free rider problem?


It occurs when those who benefit from resources, goods, or Services do not pay for them, which
results in an under-provision of those goods or services. The free rider problem is the question of
how to limit free riding and its negative effects in these situations

37. Who is Stakeholders?


It can be defined as anyone who is affected by the success or failure of the system
38. What is Face-to-Face communication?
Face-to-face contact is the most primitive form of communication – primitive, that is, in terms of
technology.

39. What is Hypertext system?


A hypertext system comprises a number of pages and a set of links that are used to connect pages
together. The links can join any page to any other page, and there can be more than one link per
page.

40. Define Animation.


Animation is the term given to the addition of motion to images, making them move, alter and
change in time. A simple example of animation in an interface is in the form of a clock.

41. What is World-Wide Web?


It is (also called WWW or W3) It is a hypertext-based information system. Any word in a
hypertext document can be specified as a pointer to a different hypertext document where more
information pertaining to that word can be found.

42. What is Turn-taking?


Turn-taking is the process by which the roles of speaker and listener are exchanged. Back
channels are often a crucial part of this process

43. What is Personal space?


It is also differ across cultures. Similar problem can occur in a video conference, ex. Wide focus,
high level of zoom, camera position, and different size of monitors. Even ‘glass wall’ makes
precise distance less important, which could have a positive effect during cross-cultural meeting.

44. What is Consensus?


It is all stakeholders are included in the decision-making process.

45. What is Consultative?


It is the weakest form of participation where participants are asked for their opinions but are not
decision makers.

46. Define Weltanschauung.


It is taken (from the German) meaning world view. This is how the system is perceived in a
particular root definition.

47. What is Transformations?


The changes that are effected by the system. This is a critical part of the root definition as it leads
to the activities that need to be included in the next stage

48. Define Open System Task Analysis (OSTA).


OSTA is an alternative socio-technical approach, which attempts to describe what happens when
a technical system is introduced into an organizational work environment.
49. Who are Tertiary stakeholders?
Tertiary stakeholders are people who do not fall into either of the first two categories but who are
directly affected by the success or failure of the system (for example, a director whose profits
increase or decrease depending on the success of the system).

PART-B
1. Explain about Cognitive models & its classifications. APR/MAY 2017
2. Explain about Socio organization issues and stake holder Requirements.
3. Explain about Communication and Collaboration Models
4. Decide how the ‘golden rules’ and heuristic help interface designers take account of
cognitive psychology? Illustrate your answer with the design of Microsoft office word.
NOV/DEC2017
5. Explain the concept of key stake level model. NOV/DEC2018
6. Write note on dynamic web content NOV/DEC2018
7. Define a stakeholder? Analyze the types & appraise the stakeholder for an airline booking
system? APR/MAY 2017
8. Explain the stages involved in CUSTOM methodology analysis? APR/MAY 2017
9. Consider the case of preparing a group presentation for a software project. Elaborate the
stages in specifying and designing UI for the same. NOV/DEC2017
10. Explain some of the organizational issues that affect the acceptance and relevance of
information and communication system in detail? APR/MAY 2018
11. Explain the problem space model and interacting cognitive subsystem in detail APR/MAY
2018
12. Explain the stages of open system task analysis (OSTA) NOV/DEC2018
13. What are the four types of textual communication? NOV/DEC2018
14. Explain about the organizational issues in detail.
15. Write about multimedia in detail

UNIT 4 - MOBILE HCI


PART-A

1. What is mobile Platforms?


A mobile platform’s primary duty is to provide access to the devices. To run software and
services on each of these devices, you need a platform, or a core programming language in which
all of your software is written. Like all software platforms, these are split into three categories:
licensed, proprietary, and open source.

2. What are the licensed platforms?


 Java Micro Edition (Java ME)
 Binary Runtime Environment for Wireless (BREW)
 Windows Mobile LiMo

3. What are the Proprietary OS?


 Palm
 BlackBerry
 iPhone
4. What are the Operating Systems used in mobile?
 Symbian
 Windows Mobile
 Palm OS
 Linux
 Mac OS X
 Android

5. What is Cocoa Touch? APR/MAY 2018


Cocoa Touch is the API used to create native applications for the iPhone and iPod touch. Cocoa
Touch applications must be submitted and certified by Apple before being included in the App
Store. Once in the App Store, applications can be purchased, downloaded, and installed over the
air or via a cable-connected computer.

6. What is Android SDK?


The Android SDK allows developers to create native applications for any device that runs the
Android platform. By using the Android SDK, developers can write applications in C/C++ or use
a Java virtual machine included in the OS that allows the creation of applications with Java,
which is more common in the mobile ecosystem. Execution of the task using the system’s
facilities.

7. What is WebKit?
With Palm’s introduction of webOS, a mobile platform based on WebKit, and given its
predominance as a mobile browser included in mobile platforms like the iPhone, Android, and
S60, and that the vast majority of mobile web apps are written specifically for WebKit, I believe
we can now refer to WebKit as a mobile framework in its own right.

8. What is Web Runtimes? (WRTs)


WRTs are very interesting and provide access to some device functions
using mobile web principles, I’ve found them to be more complex than just creating a simple
mobile web app, as they force the developer to code within an SDK rather than just code a simple
web app. And based on the number of mobile web apps written for the iPhone versus the number
written for other, more full featured WRTs.

9. What is Android SDK?


The Android SDK allows developers to create native applications for any device that runs the
Android platform. By using the Android SDK, developers can write applications in C/C++ or use
a Java virtual machine included in the OS that allows the creation of applications with Java,
which is more common in the mobile ecosystem.

10. What is Windows Mobile?


Applications written using the Win32 API can be deployed across the majority of Windows
Mobile-based devices. Like Java, Windows Mobile applications can be downloaded and installed
over the air or loaded via a cable connected computer.
11. What is BREW?
Applications written in the BREW application framework can be deployed across the majority of
BREW-based devices, with slightly less cross-device adaption than other frameworks. However
BREW applications must go through a costly and timely certification process and can be
distributed only through an operator.

12. What is Flash Lite?


Adobe Flash Lite is an application framework that uses the Flash Lite and Action Script
frameworks to create vector-based applications. Flash Lite applications can be run within the
Flash Lite Player, which is available in a handful of devices around the world. Flash Lite is a
promising and powerful platform, but there has been some difficulty getting it on devices.

13. What are the set of rules for mobile?


 Forget What You Think You Know
 Believe What You See, Not What You Read
 Constraints Never Come First
 Focus on Context, Goals, and Needs
 You Can’t Support Everything
 Don’t Convert, Create
 Keep It Simple

14. What are the problems of mobile websites? NOV/DEC2017


 They are easy to create, maintain, and publish.
 They can use all the same tools and techniques you might already use for desktop sites.
 Nearly all mobile devices can view mobile websites

15. What are the conditions of mobile websites?


 They can be difficult to support across multiple devices.
 They offer users a limited experience.
 Most mobile websites are simply desktop content reformatted for mobile devices.
 They can load pages slowly, due to network latency

16. What ate the problems of SMS applications?


 They work on any mobile device nearly instantaneously.
 They’re useful for sending timely alerts to the user.
 They can be incorporated into any web or mobile application.
 They can be simple to set up and manage.

17. What are the cons of SMS applications?


 They’re limited to 160 characters.
 They provide a limited text-based experience.
 They can be very expensive.
18. What are the types of Mobile Application?
 SMS
 Mobile Websites
 Mobile Web Widgets
 Mobile Web Applications
 Native Applications
 Games
 Mobile Application Media Matrix
 Application Context
 Utility Context
 Locale Context
 Informative Applications

19. What are the types of mobile architecture?


 Information architecture
 Information design
 Navigation design
 Interface design

20. What is wireframe?


Wireframes are a way to lay out information on the page, also referred to as information design.
Wireframes show how the user will directly interact with it. Wireframes are like the peanut butter
to the site map jelly in our information architecture sandwich

21. What are the types of prototype?


 Paper prototypes
 Context prototype
 HTML prototypes

22. What are the Elements of Mobile Design?


 Context
 Message
 Look and Feel
 Layout
 Color
 Typography
 Graphics
 Mobile Design Tools

23. What are the rules for readability?


 Use a high-contrast typeface
 Use the right typeface
 Provide decent leading (rhymes with “heading”) or line spacing
 Leave space on the right and left of each line; don’t crowd the screen
 Generously utilize headings

24. What is Iconography ?


Iconography is useful to communicate ideas and actions to users in a constrained visual space.

25. What are the principles principles of Web 2.0?


 The Web as a platform
 Harnessing collective intelligence
 Data is the next Intel inside
 End of the software release cycle
 Lightweight programming models
 Software above the level of a single device
 Rich user experiences

26. What are the characteristics of a Class F mobile browser?


 No (or very unreliable) CSS support
 Poor table support or none at all
 Basic forms: text field, select option, submit button
 May not be able to support input mask on fields
 No JavaScript support

27. List out the examples of mobile design tools? APR/MAY 2017
 Photoshop
 Net beans
 Flash
 Interface Builder
 HTML

28. Identify the categories of mobile platforms? APR/MAY 2017


 Licensed
 Proprietary
 Open source

29. What are the importance of mobile applications? APR/MAY 2018


 Massive chance to grow E-business
 Get official interaction with customers
 Easily meets the targeted customer
 free advertisement for your job
 Makes you more comfortable

30. What is LiMo?


LiMo is a Linux-based mobile platform created by the LiMo Foundation. Although Linux is open
source, LiMo is a licensed mobile platform used for mobile devices. LiMo includes SDKs for
creating Java, native, or mobile web applications using the WebKit browser framework.
31. What is a iPhone?
Apple uses a proprietary version of Mac OS X as a platform for their iPhone and iPod touch line
of devices, which is based on Unix.

32. Define BREW?


Applications written in the BREW application framework can be deployed across the majority of
BREW-based devices, with slightly less cross-device adaption than other frameworks. BREW
applications must go through a costly and timely certification process and can be distributed only
through an operator.

33. What is a Web?


The Web is the only application framework that works across virtually all devices and all
platforms.

34. What is Mobile Websites?


A Mobile Website is a website designed specifically for mobile devices, not to be confused with
viewing a site made for desktop browsers on a mobile browser.

35. Define Mobile Web Widgets


A component of a user interface that operates in a particular way. A portable chunk of code that
can be installed and executed within any separate HTML based web page by an end user without
requiring additional compilation

36. What is Native Applications?


Native applications, which is actually a misnomer because a mobile web app or mobile web
widget can target the native features of the device as well. These applications actually should be
called “platform applications,” as they have to be developed and compiled for each mobile
platform.

37. Define Games.


The most popular of all media available to mobile devices. Technically games are really just
native applications that use the similar platform SDKs to create immersive experiences

38. What is Site Maps?


The first deliverable we use to define mobile information architecture is the site map. Site maps
are a classic information architecture deliverable. They visually represent the relationship of
content to other content and provide a map for how the user will travel through the informational
space.

39. Define Context.


The context is core to the mobile experience. As the designer, it is your job to make sure that the
user can figure out how to address context using your app
40. What is Look and Feel?
The concept of “look and feel” is an odd one, being subjective and hard to define. Typically, look
and feel is used to describe appearance, as in “I want a clean look and feel” or “I want a usable
look and feel.”

41. Define Layout.


Layout is an important design element, because it is how the user will visually process the page,
but the structural and visual components of layout often get merged together, creating confusion
and making your design more difficult to produce

42. What is a Color palettes? NOV/DEC2018


Defining color palettes can be useful for maintaining a consistent use of color in your mobile
design. Color palettes typically consist of a predefined number of colors to use throughout the
design.

43. Define Adaptive.


An adaptive palette is one in which you leverage the most common colors present in a supporting
graphic or image.

44. What is Font replacement?


The ability to use typefaces that are not already loaded on the device varies from model to model
and your chosen platform. Some device APIs will allow you to load a typeface into your native
application.

45. What is Iconography?


The most common form of graphics used in mobile design is icons. Iconography is useful to
communicate ideas and actions to users in a constrained visual space. The challenge is making
sure that the meaning of the icon is clear to the user.

46. What is Mobile Design Tools?


Mobile design requires understanding the design elements and specific tools. The closest thing to
a common design tool is Adobe Photoshop, though each framework has a different method of
implementing the design into the application.

47. Why they say generously utilize headings?


Break the content up in the screen, using text-based headings to indicate to the user what is to
come. Using different typefaces, color, and emphasis in headings can also help create a readable
page.

48. Give some examples of world largest mobile operators?


 Airtel
 Vodofone
 Reliance jio
 BSNL
PART-B
1. Explain about Mobile Ecosystem and its types.
2. Explain the types of Mobile applications with example. APR/MAY 2017
3. Elaborate the Mobile Information Architecture. NOV/DEC2017, NOV/DEC2018
4. Elaborate the process of Mobile 2.0 in detail.
5. Explain and list the Elements of Mobile Interface Design in detail. APR/MAY2017,
NOV/DEC2017, APR/MAY2018
6. Explain the process of platform application frameworks.
7. Discuss various elements of mobile design with step by step method to explain how to design
a registration page for movie ticket booking. APR/MAY2018
8. Explain about layers of mobile eco system.
9. Explain about application Framework in mobile eco system.
10. Discuss about the mobile applications medium types. NOV/DEC2018
11. Explain about mobile web applications.
12. Explain about mobile design elements.
13. Explain different layouts for different devices in detail.
14. Explain the various mobile design tools and interface kits. NOV/DEC 2018
15. Explain the role of major mobile OS.NOV/DEC 2018

UNIT 5 - WEB INTERFACE DESIGN


PART-A

1. What is auto complete pattern? APR/MAY 2017


Auto-complete transforms a recall problem into one of recognition. As you type into the search
box, it tries to predict your query based on the characters you have entered. Like a human
interpreter mediating between two people speaking different languages, auto-complete facilitates
the dialogue between the user and the search application.

2. What are the page elements available to include drop?


 • Page (e.g., static messaging on the page)
 Cursor
 Tool Tip
 Drag Object (or some portion of the drag object, e.g., title area of a module)
 Drag Object’s Parent Container
 Drop Target
 Apple uses a proprietary version of Mac OS X as a platform for their iPhone and iPod
touch line of devices, which is based on Unix.

3. What are the Purpose of Drag and Drop? APR/MAY2018


 Drag and Drop Module
 Rearranging modules on a page.
 Drag and Drop List Rearranging lists.
 Drag and Drop Object
 Changing relationships between objects.
 Drag and Drop Action
 Invoking actions on a dropped object.
 Drag and Drop Collection
 Maintaining collections through drag and drop

4. What is Drag and Drop Module?


One of the most useful purposes of drag and drop is to allow the user to directly place objects
where she wants them on the page. A typical pattern is Drag and Drop Modules on a page.

5. What are two common approaches to targeting a drop?


 Placeholder target
 Insertion target

6. What is Boundary-based placement.?


Placeholder targeting drag the module in its original size, targeting is determined by the
boundaries of the dragged object and the boundaries of the dragged-over object. The mouse
position is usually ignored because modules are only draggable in the title (a small region).

7. What is Insertion target?


Placeholder positioning is a common approach, but it is not the only way to indicate drop
targeting. An alternate approach is to keep the page as stable as possible and only move around
an insertion target (usually an insertion bar).

8. What are the types of overlays? APR/MAY 2017


 Dialog overlay
 Detail overlay
 Input overlay

9. What are the two ways to move objects around that supported by drag and drop?
 Edit the row number and then p • ress the “Update DVD Queue” button.
 Click the “Move to Top” icon to pop a movie to the top.

10. What is Hinting at drag and drop?


When the user clicks the “Move to Top” button, Netflix animates the movie as it moves up. But
first, the movie is jerked downward slightly and then springloaded to the top.

11. What is drag lens?


A drag lens provides a view into a different part of the list that can serve as a shortcut target.

12. What is Drag and Drop Object?


 Drag and Drop Object is used to rearrange members of the organization.
 Normal display state
 Invitation to drag
 Dragging
 Dropped
13. When will a drop action l be will be invalid?
 The dragged object’s icon becomes a red invalid sign.
 If over an invalid folder, the folder is highlighted as well

14. When will a drop be valid?


 The dragged object’s icon changes to a green checkmark.
 The drop target highlights

15. Define A good rule of thumb on drag initiation.


Your application should provide drag feedback as soon as the user drags an item at least three
pixels. If a user holds the mouse button down on an object or selected text, it should become
draggable immediately and stay draggable as long as the mouse remains down

16. Define non-obvious


Requires some additional instructions to “Drag the DVDs into the boxes below” in order for the
user to know how to rate the movies

17. Define the term ‘Too much effort’.


Requires too much user effort for a simple task. The user needs to employ mouse gymnastics to
simply rate a movie. Drag and drop involves these discrete steps: target, then drag, then target,
and then drop. The user has to carefully pick the movie, drag it to the right bucket, and release.

18. What is Drag and Drop Collection?


A variation on dragging objects is collecting objects for purchase, bookmarking, or saving into a
temporary area. This type of interaction is called Drag and Drop Collection.

19. List out some of the best practices to keep in mind during the design of input overlay?
NOV/DEC2017
 Clear focus
 Display Vs editing
 Anti-pattern

20. What are the types of selection patterns?


 Toggle Selection
 Checkbox or control-based selection.
 Collected Selection
 Selection that spans multiple pages.
 Object Selection Direct object selection.
 Hybrid Selection

21. Define toggle selection.


The way to select an individual mail message is through the row’s checkbox. Clicking on the row
itself does not select the message. We call this pattern of selection Toggle Selection since toggle-
style controls are typically used for selecting items.

22. What are the attributes of toggle selection? • Clear targeting, with no ambiguity about how to
select the item or deselect it.
 Straightforward discontinuous selection, and no need to know about Shift or Control key
ways to extend a selection. Just click the checkboxes in any order, either in a continuous
or discontinuous manner.
 Clear indication of what has been selected

23. Define Collected Selection.


Collected Selection is a pattern for keeping track of selection as it spans multiple pages.

24. Define object selection. APR/MAY 2018


Object Selection, is when selection is made directly on objects within the interface.

25. Define Fitts’s Law.


Fitts’s Law is an ergonomic principle that ties the size of a target and its contextual proximityto
ease of use. Bruce Tognazzini restates it simply as:“The time to acquire a target is a function of
the distance to and size of the target”

26. Define Contextual Tools.


Contextual Tools are the Web’s version of the desktop’s right-click menus. Instead of havingto
right-click to reveal a menu, we can reveal tools in context with the content

27. What are the methods of contextual tools?


 Always-Visible Tools
 Place Contextual Tools directly in the content.
 Hover-Reveal Tools
 Show Contextual Tools on mouse hover.
 Toggle-Reveal Tools
 A master switch to toggle on/off Contextual Tools for the page.
 Multi-Level Tools
 Progressively reveal actions based on user interaction.
 Secondary Menus
 Show a secondary menu (usually by right-clicking on an object).

28. Define Discoverability.


Discoverability is a primary reason to choose Always-Visible Tools. On the flip side, it can lead
to more visual clutter. In the case of Digg and Netflix, there is a good deal of visual space given
to each item (story, movie).

29. Compare modal & non-modal overlays? NOV/DEC2017


Modal : When a window is modal it remains active and focused until the user has finished with it
and dismisses it. While it is active no other windows of the same application can be activated. A
modal window is therefore normally a child window. The user needs to interact with it before
control can be returned to the parent application. In effect the parent application is locked and
nothing proceeds until the modal window is closed.
Non-Modal : So a non-modal window is the opposite. While it is active you can still activate
other windows. The user can switch between windows of the same application. The window
being active does not prevent the rest of the application from continuing

30. What is Placeholder target?


Net vibes uses a placeholder (hole with dashed outline) as the drop target. The hole serves as a
placeholder and always marks the spot that the dragged module will and when dropped

31. What is Insertion target?


While the module is dragged, the page remains stable. No modules move around. Instead an
insertion bar marks where the module will be placed when dropped.

32. How to do Toggle Selection?


The way to select an individual mail message is through the row’s checkbox. Clicking on the row
itself does not select the message.

33. What is Collected Selection?


Toggle Selection is great for showing a list of items on a single page. Collected Selection is a
pattern for keeping track of selection as it spans multiple pages.

34. What is Object Selection?


Object Selection, is when selection is made directly on objects within the interface.

35. What is Hybrid Selection?


Hybrid Selection brings with it the best of both worlds. You can use the checkbox selection
model as well as normal row selection

36. What is Discoverability?


Gmail provides a single Always-Visible Tool in its list of messages—the star rating—for flagging
emails).Simply clicking the star flags the message as important. The un starred state is rendered
in a visually light manner, which minimizes the visual noise in the list.

37. What is Hover and Cover?


Hover and Cover is a common anti-pattern that occurs when exposing an overlay on hover and
hiding important context or further navigation.

38. What is Toggle-Reveal Tools?


Toggle a tool mode for an area or page when the actions are not the main flow, but you want to
provide the most direct way to act on these objects when the need arises.

39. Define Soft mode.


Generally, it is a good thing to avoid specific modes in an interface. However, if a mode is soft it
is usually acceptable. By “soft” we mean the user is not trapped in the mode.

40. What is Muttons?


Another variation on Multi-Level Tools is the “mutton” (menu + button = mutton). Muttons are
useful when there are multiple actions and we want one of the actions to be the default. Yahoo!
Mail uses a mutton for its “Reply” button

41. What is Secondary Menu?


Desktop applications have provided Contextual Tools for a long time in the form of Secondary
Menus. These menus have been rare on the Web. Google Maps uses a secondary menu that is
activated by a right-click on a route.

42. What is Overlays?


Instead of going to a new page, a mini-page can be displayed in a lightweight layer over the page.
Overlays are really just lightweight pop ups. We use the term lightweight to make a clear
distinction between it and the normal idea of a browser pop up.

43. List three specific types of overlays.


 Dialog Overlays
 Detail Overlays
 Input Overlays

44. What is Modality?


Overlays can be modal or non-modal. A modal overlay requires the user to interact with it before
she can return to the application. Sometimes overlays are non-modal.

45. Define Detail Overlay.


The Detail Overlay allows an overlay to present additional information when the user clicks or
hovers over a link or section of content.

46. What is Input Overlay?


Input Overlay is a lightweight overlay that brings additional input information for each field
tabbed into.

47. Define Parallel content.


The Yahoo! Autos Car Finder tool uses an accordion-style interaction for search filters that
allows more than one pane to be open at a time. This choice makes sense because the decisions
needed for one detail pane may be affected by the details of another pane.

48. What is Virtual Scrolling?


Every implementation of websites pagination was the key way to get to additional content. This
process led to long delays in loading the page.
49. What is Inline Paging?
Switching the content in and leaving the rest of the page stable, we can create an Inline Paging
experience

50. What do you mean by inlay? NOV/DEC 2018


An inlay is a design or pattern on an object which is made by putting materials such as wood,
gold, or silver into the surface of the object.

51. List any four principles of designing rich web interface. NOV/DEC 2018
 The structure principle:
 The simplicity principle
 The tolerance principle
 The feedback principle:

PART-B
1. Explain various drag and drop methods in detail with
examples.
2. Categorize the principles for designing rich web interface APR/MAY 2017.
3. Explain various contextual tools in detail with examples. How are they used in design of rich
web UI?
4. Illustrate and compare with example? NOV/DEC2017, APR/MAY 2018, NOV/DEC2018
5. Explain types of overlays in detail with examples. NOV/DEC2018
6. Explain types of inlays in detail with examples.
7. Explain the concept of virtual paging. How are virtual pages used in the design of rich web
UI? Illustrate and compare with example? NOV/DEC2017
8. Explain the concept of dynamic invitation in detail.
9. Design a web interface for a “library management system”. State the functional requirements
you are considering? APR/MAY 2017
10. Write in brief the process of web interface design APR/MAY 2018, NOV/DEC2018
11. Explain the following contextual tools
 Always visible tool
 Hover reveal tools
 Toogle reveal tools
 Multi level tools
 Secondary menu
12. Explain about Virtual Panning and Zoomable User Interface
13. Discuss about Configurator Process, Overlay Process and Static Single-Page Process
14. Explain about Interactive Single-Page Process
15. Explain in detail about Virtual Panning
16. Explain about various types of selection patterns

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